blob: 53155ac07da93811ee9d100b11b96dd70f4ebb24 [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: buf0 = struct @align(8) {
resolution:vec2<f32> @offset(0)
}
buf1 = struct @align(8) {
injectionSwitch:vec2<f32> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
%b1 = block { # root
%x_10:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_16:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%compute_value_f1_f1_ = func(%limit:ptr<function, f32, read_write>, %thirty_two:ptr<function, f32, read_write>):f32 -> %b2 {
%b2 = block {
%x_104:ptr<function, f32, read_write> = var
%x_104_phi:ptr<function, f32, read_write> = var
%x_107_phi:ptr<function, i32, read_write> = var
store %x_104_phi, -0.5f
store %x_107_phi, 1i
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%x_126:ptr<function, f32, read_write> = var
%x_125:ptr<function, f32, read_write> = var
%x_108:ptr<function, i32, read_write> = var
%x_105_phi:ptr<function, f32, read_write> = var
%15:f32 = load %x_104_phi
store %x_104, %15
%x_107:i32 = load %x_107_phi
%17:bool = lt %x_107, 800i
if %17 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%x_124:ptr<function, f32, read_write> = var
%x_125_phi:ptr<function, f32, read_write> = var
%20:i32 = mod %x_107, 32i
%21:bool = eq %20, 0i
if %21 [t: %b7, f: %b8] { # if_2
%b7 = block { # true
%22:f32 = load %x_104
%23:f32 = add %22, 0.40000000596046447754f
store %x_126, %23
%24:f32 = load %x_126
store %x_105_phi, %24
exit_if # if_2
}
%b8 = block { # false
%x_118:f32 = load %thirty_two
%26:f32 = load %x_104
store %x_125_phi, %26
%27:f32 = convert %x_107
%28:f32 = round %x_118
%29:f32 = convert %x_107
%30:f32 = round %x_118
%31:f32 = div %29, %30
%32:f32 = floor %31
%33:f32 = mul %28, %32
%34:f32 = sub %27, %33
%35:bool = lte %34, 0.00999999977648258209f
if %35 [t: %b9] { # if_3
%b9 = block { # true
%36:f32 = load %x_104
%37:f32 = add %36, 100.0f
store %x_124, %37
%38:f32 = load %x_124
store %x_125_phi, %38
exit_if # if_3
}
}
%39:f32 = load %x_125_phi
store %x_125, %39
%40:f32 = load %x_125
store %x_105_phi, %40
exit_if # if_2
}
}
%x_105:ptr<function, f32, read_write> = var
%42:f32 = load %x_105_phi
store %x_105, %42
%x_128:f32 = load %limit
%44:f32 = convert %x_107
%45:bool = gte %44, %x_128
if %45 [t: %b10] { # if_4
%b10 = block { # true
%46:f32 = load %x_105
ret %46
}
}
continue %b4
}
%b4 = block { # continuing
%47:i32 = add %x_107, 1i
store %x_108, %47
%48:f32 = load %x_105
store %x_104_phi, %48
%49:i32 = load %x_108
store %x_107_phi, %49
next_iteration %b3
}
}
%50:f32 = load %x_104
ret %50
}
}
%main_1 = func():void -> %b11 {
%b11 = block {
%c:ptr<function, vec3<f32>, read_write> = var
%param:ptr<function, f32, read_write> = var
%param_1:ptr<function, f32, read_write> = var
%param_2:ptr<function, f32, read_write> = var
%param_3:ptr<function, f32, read_write> = var
%x_54:ptr<function, vec3<f32>, read_write> = var
%x_74_phi:ptr<function, i32, read_write> = var
store %c, vec3<f32>(7.0f, 8.0f, 9.0f)
%59:ptr<uniform, vec2<f32>, read> = access %x_10, 0u
%x_56:f32 = load_vector_element %59, 0u
%61:f32 = mul %x_56, 0.125f
%x_58:f32 = round %61
%x_60:f32 = load_vector_element %gl_FragCoord, 0u
store %param, %x_60
store %param_1, %x_58
%x_61:f32 = call %compute_value_f1_f1_, %param, %param_1
store_vector_element %c, 0u, %x_61
%x_64:f32 = load_vector_element %gl_FragCoord, 1u
store %param_2, %x_64
store %param_3, %x_58
%x_65:f32 = call %compute_value_f1_f1_, %param_2, %param_3
store_vector_element %c, 1u, %x_65
%x_67:f32 = load_vector_element %c, 0u
%x_68:vec3<f32> = load %c
store %x_54, %x_68
%x_70:f32 = load_vector_element %x_54, 1u
%70:f32 = add %x_67, %x_70
store_vector_element %c, 2u, %70
store %x_74_phi, 0i
loop [b: %b12, c: %b13] { # loop_2
%b12 = block { # body
%x_75:ptr<function, i32, read_write> = var
%x_74:i32 = load %x_74_phi
%73:bool = lt %x_74, 3i
if %73 [t: %b14, f: %b15] { # if_5
%b14 = block { # true
exit_if # if_5
}
%b15 = block { # false
exit_loop # loop_2
}
}
%x_81:f32 = load_vector_element %c, %x_74
%75:bool = gte %x_81, 1.0f
if %75 [t: %b16] { # if_6
%b16 = block { # true
%76:ptr<uniform, vec2<f32>, read> = access %x_16, 0u
%x_86:f32 = load_vector_element %76, 0u
%78:ptr<uniform, vec2<f32>, read> = access %x_16, 0u
%x_88:f32 = load_vector_element %78, 1u
%80:bool = gt %x_86, %x_88
if %80 [t: %b17] { # if_7
%b17 = block { # true
discard
exit_if # if_7
}
}
%x_92:f32 = load_vector_element %c, %x_74
%x_93:f32 = load_vector_element %c, %x_74
%83:f32 = mul %x_92, %x_93
store_vector_element %c, %x_74, %83
exit_if # if_6
}
}
continue %b13
}
%b13 = block { # continuing
%84:i32 = add %x_74, 1i
store %x_75, %84
%85:i32 = load %x_75
store %x_74_phi, %85
next_iteration %b12
}
}
%x_95:vec3<f32> = load %c
%87:vec3<f32> = abs %x_95
%x_97:vec3<f32> = normalize %87
%89:f32 = access %x_97, 0u
%90:f32 = access %x_97, 1u
%91:f32 = access %x_97, 2u
%92:vec4<f32> = construct %89, %90, %91, 1.0f
store %x_GLF_color, %92
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b18 {
%b18 = block {
store %gl_FragCoord, %gl_FragCoord_param
%95:void = call %main_1
%96:vec4<f32> = load %x_GLF_color
%97:main_out = construct %96
ret %97
}
}
unhandled variable address space
********************************************************************
* The tint shader compiler has encountered an unexpected error. *
* *
* Please help us fix this issue by submitting a bug report at *
* crbug.com/tint with the source program that triggered the bug. *
********************************************************************